TheAMM

Untitled

Sep 12th, 2014
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  1. import flash.utils.Timer;
  2. import flash.events.Event;
  3. import flash.media.Sound;
  4.  
  5. stage.quality = "low"
  6.  
  7. var cm : ContextMenu = new ContextMenu();
  8. cm.builtInItems.forwardAndBack = false;
  9. cm.builtInItems.loop = false;
  10. cm.builtInItems.play = false;
  11. cm.builtInItems.rewind = false;
  12. cm.builtInItems.zoom = false;
  13. cm.builtInItems.quality = false;
  14.  
  15. this.contextMenu = cm;
  16.  
  17. var timer : Timer;
  18. var minSeconds = 3  // Minimum time between events
  19. var maxSeconds = 12 // Maximum =--=
  20.  
  21. var sounds = [new Scream1(), new Scream2()]
  22.  
  23. function nextRandomEvent() {
  24.     var waitSeconds = Math.random()*(maxSeconds-minSeconds) + minSeconds
  25.     trace("Next event in", waitSeconds, "seconds");
  26.     var timer = new Timer(waitSeconds * 1000, 1)
  27.     timer.addEventListener(TimerEvent.TIMER_COMPLETE, onRandomEvent);
  28.     timer.start();
  29. }
  30.  
  31. var lastRandom = -1
  32. function getRandomIndex() {
  33.     var newRandomIndex = int(Math.random()*sounds.length)
  34.     if (newRandomIndex == lastRandom && sounds.length != 1) {
  35.         return getRandomIndex();
  36.     } else {
  37.         lastRandom = newRandomIndex;
  38.         return newRandomIndex;
  39.     }
  40. }
  41. function playRandomSound() {
  42.     trace("Playing sound")
  43.     var snd = sounds[getRandomIndex()] as Sound;
  44.     snd.play();
  45. }
  46.  
  47. function onRandomEvent(e:Event) {
  48.     e.target.stop();
  49.    
  50.     playRandomSound();
  51.    
  52.     nextRandomEvent();
  53. }
  54.  
  55.  
  56. nextRandomEvent()
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